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Distance from block to spawn event[solved]


Stroam

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I'm trying to make a mob ward that prevents mobs from spawning within a set area for 1.12. I was hoping someone could point me to example code that checks to see if mob is within x distances of block. So far this is what I've been able to adapt from old 1.7 mods.

Spoiler

EventHandler

Spoiler

public class EventHandlerServer
{
    public static String debug;
    public static List<TileEntity> wardPositions;

    
    public static boolean isInRangeOfWard(final Entity entity) {
        for (final TileEntity coord : EventHandlerServer.wardPositions) {
            if (coord.getWorld().provider.getDimension() == entity.world.provider.getDimension() && entity.world.getTileEntity(coord.getPos()) instanceof IMobWard) {
                final TileEntity tile = entity.world.getTileEntity(coord.getPos());
                final double distanceSq = tile.getDistanceSq(entity.posX, entity.posY,entity.posZ);
                if (distanceSq <= ((IMobWard)tile).getMobWardRangeSquared()) {
                    return true;
                }
                continue;
            }
        }
        return false;
    }

    @SubscribeEvent
    public void mobWardDenySpawn(final LivingSpawnEvent.CheckSpawn event) {
        if (event.getResult() == Event.Result.ALLOW) {
            return;
        }
        if (event.getEntityLiving().isCreatureType(EnumCreatureType.MONSTER, false) && isInRangeOfWard(event.getEntity())) {
            event.setResult(Event.Result.DENY);
        }
    }
}

TileEntity

Spoiler

public class TileEntityMobWardTalisman extends TileEntity implements IMobWard
{
    @Override
    public double getMobWardRangeSquared() {
        if (this.getBlockType() instanceof BlockMobWardTalisman) {
            return 4096;
        }
        return 0;
    }
    
    public void invalidate() {
        EventHandlerServer.wardPositions.remove(this);
        super.invalidate();
    }
    
    public void onChunkUnload() {
        super.onChunkUnload();
        EventHandlerServer.wardPositions.remove(this);
    }
    
    public void validate() {
        final TileEntity myCoord = this;
        for (int i = 0; i < EventHandlerServer.wardPositions.size(); ++i) {
            final TileEntity coord = EventHandlerServer.wardPositions.get(i);
            if (myCoord == coord) {
                return;
            }
        }
        EventHandlerServer.wardPositions.add(myCoord);
    }

}

 

 

 

 

Edited by Stroam

You don't need to point out what's wrong with the programmer. I already know. Now what's wrong with the code?

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